;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to build fortresses.
^Allows settlers to build airbases.
^Allows settlers to build railroads.
^Allows settlers to improve farmland.
^Increases the effect of temples.
^Increases the effect of colosseums.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free knwoledge for first civ. to discover.
^Decreases the effect of Cathedrals.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make amphibious attacks.
^Invisible to most enemy ships.
^Can attack air units in flight.
^May be lost out of sight of land.
^Ignores City Walls.
^Can carry friendly air units.
^Can attack from the skies.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only Dark Empire governments can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot enemy submarines in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=City Buildings

@PEDIAIMPROVE
@width=480
@title=City Buildings
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Eliminates corruption and waste in the city,
and decreases it in all nearby cities.

@;Barracks
@PEDIAIMPROVE2
The barracks produce Veteran ground units. 
Ground units can be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Only half of city's food store is depleted when
city increases in size.

@;Temple
@PEDIAIMPROVE4
Peasants and adventurers get drunk here.
Up to two discontented citizens are made content.

@;Marketplace
@PEDIAIMPROVE5
Increases tax and luxury output by 50%.

@;Library
@PEDIAIMPROVE6
Increases science output by 50%.

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%.
Under Holy Ones government, one content citizen becomes 
happy.

@;City Walls
@PEDIAIMPROVE8
Units in city are tripled on defense versus ground attacks.
The population in the city doesn't decrease when attacked.

@;Aqueduct
@PEDIAIMPROVE9
Allows city to increase beyond size 6.

@;Bank
@PEDIAIMPROVE10
Increases tax and luxury output by an
additional 50%% (cumulative w/ Marketplace).

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content.

@;University
@PEDIAIMPROVE12
A place of knowledge.
Increases science output by an additional
50%% (cumulative w/ Scribes' House).

@;Mass Transit
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;Colosseum
@PEDIAIMPROVE14
Three unhappy citizens are made content.

@;Factory
@PEDIAIMPROVE15
Increases resource production in city by 50%.

@;Mfg. Plant
@PEDIAIMPROVE16
Increases resource production by an additional 50%
(cumulative w/ Blacksmith).

@;SDI Defense
@PEDIAIMPROVE17
Protects everything within three spaces of
the city from nuclear attack.

@;Recycling Center
@PEDIAIMPROVE18
Cures illness and eliminates pollution caused by population.

@;Power Plant
@PEDIAIMPROVE19
A craftsman who makes armaments.
Increases factory output by 50%.

@;Hydro Plant
@PEDIAIMPROVE20
Increases factory output by 50%.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases factory output by 50%.  Cleaner
than Power Plant (same as Hydro Plant), but
there is a risk of Nuclear Meltdown unless
civilization has discovered Fusion.

@;Stock Exchange
@PEDIAIMPROVE22
A local merchant who will gain as much trade as he can.
Increases tax and luxuries output by a great deal.

@;Sewer System
@PEDIAIMPROVE23
Allows the settlement to grow beyond size 12.

@;Supermarket
@PEDIAIMPROVE24
Allows squares in the city's radius with
the "farmland" improvement (irrigated twice)
to produce 50% more food.

@;Superhighways
@PEDIAIMPROVE25
All squares in the city's radius with roads
produce 50% more trade.

@;Research Lab
@PEDIAIMPROVE26
Dusty old alchemists try to create new compunds
in this chemical-filled magic laboratory.
Increases science output by an additional 50%.

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in city are doubled on defense against
air units and non-nuclear missile units.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in city are doubled on defense against
shore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases factory output by 50%.  Cleaner
than all other forms of power.

@;Harbor
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
Many trade ships coming into this port
means that all ocean squares in the area
produce one shield.

@;Airport
@PEDIAIMPROVE32
Any air unit spending its entire turn in the city
is completely repaired.

@;Police Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city by 1.

@;Port Facility
@PEDIAIMPROVE34
City produces veteran naval units.
Any ship spending its entire turn in the city is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids - The Havens of Eglarest
@PEDIAIMPROVE39
^During the First Age Eglarest was one of the greatest harbours in 
Middle-Earth. This was one of the two great harbours on the coast of 
Falas. The other being Brithombar.
________________________________________________________ 
^This wonder has no effect in the scenario.

@;Hanging Gardens - The Wondrous Halls of Menegroth
@PEDIAIMPROVE40
^The Halls of Menegroth was a true Wonder. Dwarves and Elves worked
together, and with the help of Melian, they created visions of the beauty
and wonder of Valinor beyond the Sea.
^________________________________________________________ 
^One extra happy citizen in every city. Three in Menegroth.

@;Colossus -  The Treasure of Nargothrond
@PEDIAIMPROVE41
^Finrod Felagund was the Noldor Lord who had brought with him the
most plentiful riches from Aman. The treasuries of Nargothrond was filled 
with gold and jewels.
^________________________________________________________ 
^City produces one extra trade arrow in each square that already produces 
one.

@;Lighthouse - The Tower of Barad Nimras
@PEDIAIMPROVE42
^The tower of Nimras was erected by Felagund as a watchtower
observing the Western Ocean.
^________________________________________________________ 
^Smaller ships can move across oceans w/o danger, and white ships and 
Vingilot have their movement rate increased by one.
Also, all new ships you produce receive veteran status.

@;Great Library - Fortress of Angband
@PEDIAIMPROVE43
^The mighty fortified citadel originally constructed by Melkor in the 
earliest days of the world.
^________________________________________________________ 
^This wonder has no effect in the scenario.

@;Oracle - The Havens of Brithombar
@PEDIAIMPROVE44
^During the First Age Brithombar was one of the greatest harbours in 
Middle-Earth. This was one of the two great harbours on the coast of
Falas. The other being Eglarest.
^________________________________________________________ 
^Doubles the effect of all of your taverns.

@;Great Wall - Maedhros Vigilance
@PEDIAIMPROVE45
^Fortress of Maedhros located in Himring. It protects the rest of Eastern 
Beleriand from the Dark Enemy.
________________________________________________________ 
^Combat strength doubled against outlaws. Counts as city walls in every 
city.

@;Sun Tzu's War Academy - Fanor's Oath
@PEDIAIMPROVE46
^The terrible Oath of Fanor was sworn by himself and all of his sons. 
It forced them never to rest until they had the silmarils in their possession
again.
^________________________________________________________ 
^All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;King Richard's Crusade - Mithril Mines
@PEDIAIMPROVE47
^The Dwarves had great mining skills and lots of mines.
________________________________________________________ 
Every square in the city's radius produces an extra resource "shield".

@;Marco Polo's Embassy - Hidden City of Gondolin
@PEDIAIMPROVE48
Guided by Ulmo, Turgon found Gondolin in the hidden valley of 
Tumladen. The city was inviolate for almost four hundred years; hidden 
from the spies of Morgoth within the mountains of the Crissaegrim. 
________________________________________________________ 
^This wonder has no effect in the scenario.

@;Michelangelo's Chapel - Pillar of Heaven
@PEDIAIMPROVE49
________________________________________________________ 
^This wonder has no effect in the scenario.

@;Copernicus' Observatory - Daeron's Runes
@PEDIAIMPROVE50
^Daeron was a great bard from Doriath who composed many great
songs. He is also famous for the runes he invented - Cirth.
He was hopelessly in love with Luthien Tinuviel.
^________________________________________________________ 
^Increases science output of city by 50%.

@;Magellan's Expedition - Return of the Noldor
@PEDIAIMPROVE51
^The self-imposed exile of the Noldor, who fled from Valinor in pursuit of
Melkor and the Silmarils he had stolen. 
________________________________________________________ 
Movement rate of all ships is increased by two.

@;Magellan's Expedition - Thangorodrim
@PEDIAIMPROVE52
^Thangorodrim was the Mountain in front of Angband. Morgoth raised it
to show his power.
^________________________________________________________ 
^All unhappy citizens in city are content.

@;Da Vinci's Workshop - The Slave Camps of Angband
@PEDIAIMPROVE53
^Morgoth let his prisoners work in his Slave Camps of Angband until they 
died.
^________________________________________________________ 
^This wonder has no effect in the scenario.

@;J.S. Bach's Cathedral - Glingal and Belthil
@PEDIAIMPROVE54
^Glingal and Belthil were the two trees of Gondolin, representing the two 
Trees of Valinor.
^________________________________________________________ 
^Decreases unhappy citizens by 2 per city.

@;Isaac Newton's College - The Knowledge of Melian
@PEDIAIMPROVE55
^Melian was the Queen of the Sindar of Doriath. Her Maia knowledge 
was of great help to the Sindar.
^________________________________________________________ 
^Doubles science output of city.

@;Adam Smith's Trading Co. - The Income from the Dwarf Trade
@PEDIAIMPROVE56
^The Dwarves had to pass through Thargelion when they travelled from 
home to trade with other races. Thargelion belonged to Caranthir and he
got a great income from the trade.
^________________________________________________________ 
Pays the maintenance for all city improvements which ordinarily cost 1 
gold per turn.  City improvements requiring more than 1 gold per turn 
maintenance are not affected.

@;Darwin's Voyage
@PEDIAIMPROVE57
^________________________________________________________ 
^This wonder has no effect in the scenario.

@;The Statue of Liberty
@PEDIAIMPROVE58
^________________________________________________________ 
^This wonder has no effect in the scenario.

@;The Eiffel Tower - The Rescue of Maedhros
@PEDIAIMPROVE59
^When Maedhros was captured by Morgoth and fettered on the steeps of 
Thangorodrim Finrod remembered his old friendship with Maedhros.
Alone he rode away and finally reached the Mountain. With the help of
Thorondor he rescued Maedhros by cutting off his hand.
^________________________________________________________ 
^This wonder has no effect in the scenario.

@;Women's Suffrage - Nimphelos
@PEDIAIMPROVE60
^Nimphelos was the large white pearl that Thingol gave to the Dwarves
of Belegost.
^________________________________________________________ 
^Count as a Watchtower in every one of your cities.

@;Hoover Dam - Dark Forges
@PEDIAIMPROVE61
The Chambers of Fire in Angband caves.
________________________________________________________ 
Provides MORGOTHNICUS power to every city on every continent ;)

@;Manhattan Project - The Caves of Narog
@PEDIAIMPROVE62
^In the caves of Narog Finrod Felagund built his great capital - 
Nargothrond
^________________________________________________________ 
^This wonder has no effect in the scenario.

@;United Nations - Mereth Aderthad
@PEDIAIMPROVE63
^In F.A. 20 Fingolfin held the Feast of Reuniting (Mereth Aderthad).
It was attended by emmisaries from all the Elves in Beleriand.
^________________________________________________________ 
^This wonder has no effect in the scenario.

@;Apollo Program
@PEDIAIMPROVE64
^________________________________________________________ 
^This wonder has no effect in the scenario.

@;SETI Program
@PEDIAIMPROVE65
^________________________________________________________ 
^This wonder has no effect in the scenario.

@;Cure for Cancer - The Silmarils
@PEDIAIMPROVE66
^The Silmarils were the three jewels filled with the light of Valinor. They
were created by Fanor during the age of the Two Trees. Unfortunately
they were stolen by Morgoth and brought to Middle-Earth. This caused
the return of the Noldor and the War of the Jewels.
^________________________________________________________ 
^One extra happy citizen in each city.

@PEDIAGOVT
@width=600
@title=Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Despotism, Kingdom, and
later Tribal Council and Dark Empire, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Holy Ones and the Republic, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Despotism
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Despotism has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Despotism, none of the science/tax/luxury rates may
be set higher than 60%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Despotism's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Kingdom
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Monarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Kingdom, none of the science/tax/luxury rates may
be set higher than 70%.
^
^HINTS
Kingdom is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Tribal Council
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Tribal Council, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Tribal Council governments are
given VETERAN status.  Under Tribal Council, none of the
science/tax/luxury rates may be set higher than 80%.
^
^HINTS
Tribal Council is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the capitalist pigs.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Dark Empire
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat one
food per turn.  ONLY Dark Empires may produce
FANATIC units.
^
^HAPPINESS
Under Dark Empire, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Dark Empire has a LOW rate of corruption.
However, Dark Empire has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Diplomats and Spies are reduced.
Under Dark Empire, none of the science/tax/luxury rates may
be set higher than 80%.
^
^HINTS
Dark Empire eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Republic
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%%.
^
^HINTS
Switching to a Republic can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Womens Suffrage wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Holy Ones
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Holy Ones governments experience NO corruption or waste.
^
^SPECIAL
Under a Holy Ones government, each square which ordinarily 
produces at least one unit of trade produces an extra unit.
The units and cities of a Holy Ones government are immune
to BRIBERY of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Holy Ones government can produce spectacular amounts of
revenue and scientific research.  However, because of the 
severe happiness restrictions on military units, this form
of government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

@;This line must remain at the end of this file!





